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#2017 anthem
day6source · 11 months
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mizzmellos · 1 year
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you should be happier now with no one to pray to- or would you love to break your knees from begging and praying?
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vettesebas · 1 year
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watching seb's win in australia 2017. he's such a ray of freaking glorious sunshine 🥺🥰
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weaversweek · 10 months
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Eleven points to "New Americana"
Last of the bonuses - the top five - in the #FearOfMu21c project, crowdsourcing the greatest singles of the 21st century. Here’s an index post.
New Americana - Halsey
The fifth and final bonus point goes here, the second single from Halsey's album "Badlands". An anthem for the millennial generation, Halsey rejects the values of her parents, as all teenagers through history have done.
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Halsey's generation takes diversity to heart, because diversity comes from the heart. They explained further, "It's this idea of these kids who are part of a generation where pop culture is so heavily influential that diversity doesn't scare them the way it scared our parents and their parents. We're more accepting of different walks of life. So I think the New Americana is racially ambiguous, people who are proud of their culture and they own it, possibly not from a binary of gender."
She sings of a generation that mocks itself, doesn't take itself too seriously. A pointed satire, to the point where stupid people stop understanding it. "I made it as click-bait-y, nursery rhyme-y as I could. I was making this comment on how we have this click-bait culture, but a lot of people took it seriously, like, 'Wow, she's being so buzzword-y!' Ding, ding, ding - that's on purpose!"
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Comparisons have been made with Halsey's peers - Lorde, Taylor Swift from a step-generation above, Alanis Morissette and Fiona Apple from her parents' time. Halsey is angry, mean, troubled, and supremely talented. "New Americana" was written by Halsey with Larzz Principato and Kalkutta. It demands to be played twice, just as Zane Lowe did when premiering it on {Broomsticks} 1. It's a tremendous zeitgeisty rush, a foundational text for a generation younger than me…
…and that's what gives Halsey problems. Halsey's breakout hit is the one they got bored of. Having to perform one track over and over and over again could bore the brightest talent: just ask Francesco Gabbiani, who got cheesed off when he performed "Occidentali's karma" for months on end. I respect Halsey's position, and while my heart says this is the Song of the Century (So Far), my head says "no".
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"New americana" is a perfect document of the cultural zeitgeist. It captures and explains what it's like to be young in the early years of the twenty-first century.
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Title: 5 Worlds
Author: Mark Siegel, Alexis Siegel, Xanthe Bouma, Matt Rockefeller, Boya Sun
Series or standalone: series
Publication year: 2017
Genres: fiction, graphic novel, fantasy, comics, science fiction, adventure
Blurb: The Five Worlds are on the brink of extinction...unless five ancient and mysterious beacons are lit. When war erupts, three unlikely heroes will discover there's more to themselves - and their worlds - than meets the eye. Oona Lee, the clumsiest student at the Sand Dancer Academy, is a fighter with a destiny bigger than she could ever imagine. An Tzu, a boy from the poorest slums, has a surprising gift and a knack for getting out of sticky situations. Jax Amboy is the star athlete beloved by an entire galaxy, but what good is that when he has no real friends? When these three kids are forced to team up on an epic quest, it will take not one, not two, but five worlds to contain all the magic and adventure.
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reinemichele · 8 months
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We're in your car (in your car) It's still silent (so quiet) Can you break the silence? 'Cause I don’t want it All I can hear is the sound of the radio in here (in here) This is so sad, say something please... We're not talking at all in the moving car And we just ride (na-nanana) I'm staring at my phone, you're looking out the window I'm so frustrated; we're hopeless, babe I know, you know, we both know We must break the silence (I don't understand) I know, you know, we both know But we just can't start a conversation...
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kittykittyhunter · 8 months
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[Posted 13 December 2017] Throw the cloak of stars round your shoulders; perfume your hair; line your eyes with the dust of galaxies past and smile with the poise of a wolf, a tiger, a beast; with the fury of one who won’t rest. This world will do its best to disarm you, to knock the fight from your breath; to tire you so deeply you sink into stupor; to convince you that you do not matter. Rise! Take them all by surprise. They do not know the depths of your lungs or the shades of your soul. And when you tear their lies apart they’ll regret not handing you their hearts.
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Smash Mouth - All Star 1999
"All Star" is a song by the American rockband Smash Mouth, released as the first single from their second studio album, Astro Lounge (1999). It was one of the last tracks to be written for Astro Lounge, after the band's record label Interscope requested more songs that could be released as singles. In writing it, guitarist Greg Camp drew musical influence from contemporary music by artists like Sugar Ray and Third Eye Blind, and sought out to create an "anthem" for outcasts. In contrast to the more ska punk style of Smash Mouth's debut album Fush Yu Mang (1997), the song features a more radio-friendly style.
It received generally positive reviews from music critics, who praised its musical progression from Fush Yu Mang as well as its catchy tone. It was nominated for the Best Pop Performance by a Duo or Group with Vocals at the 42nd Annual Grammy Awards. Subsequent reviews from critics have regarded "All Star" favourably, with some ranking it as one of the best songs of 1999. The song charted around the world, ranking in the top 10 of the charts in Australia, Canada, and on the US Billboard Hot 100, while topping the Billboard Adult Top 40 and Mainstream Top 40 charts.
The song's accompanying music video features characters from the 1999 superhero film Mystery Men, which itself prominently featured "All Star". The song became ubiquitous in popular culture following multiple appearances in films, most notably in DreamWorks Animation's 2001 film Shrek. It received renewed popularity in the 2010s as an internet meme and has ranked as one of the most-streamed rock songs from 2017 to 2021 in the US. In June 2019, the music video was remastered in high definition and received subtitles in commemoration of its 20th anniversary. By that point, it had received over 219 million views on Youtube. In 2020, The New York Times listed the song as #1 in their top ten climate change songs.
"All Star" received a total of 90,9% yes votes!
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1634archive · 1 year
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TORONTO, ONTARIO - OCTOBER 7: Mitchell Marner #16 and Auston Matthews #34 of the Toronto Maple Leafs stand on the ice for the national anthem prior to the game against the New York Rangers October 7, 2017 at the Air Canada Centre in Toronto, Ontario, Canada. Photo by Mark Blinch
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fangirl-dot-com · 5 months
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🧡❤️Dating Your Enemy's Sibling
*part of the reverse trope series*
Pairing: Charles Leclerc x Verstappen!Reader Genre: Fluff/Humor/SMAU Summary: How to get under your enemy/rival's skin? Charles answer was to start dating his younger sister. But now, he's glad he found love along the way. He only had to tell Max about the relationship when you won a race. That's won't be any time soon though . . . right?
*in honor of Lando's first win - here's this next installment of Reverse Tropes! I know that Max and Charles really aren't enemies. Maybe I should have done like a Pierre and Esteban thing, but I don't write for them. So here we go and please enjoy!*
TAG LIST IS CLOSED
Charles Leclerc and Max Verstappen. 
Predestined rivals, written in the stars, invisible string, yada-yada-yada. 
Putting it simply, Charles had an apt for pissing Max off and vice-versa. The world thought they would kill each other in karting, especially after the 2012 incident. The population sighed in relief when Max was taken from F3 and put in a Formula 1 car, while Charles took a bit longer. 
And then Charles made it to Formula 1 in 2018. However, he was put in a HAAS, a car that was not really made to play with the other cars in the front of the pack. The earth was saved yet another year. 
Well, until 2019 when Charles suddenly became the “It Boy” for the Prancing Horse. Meaning, that he could finally go back to terrorizing the grid and Max. But with terrorizing the grid came loads of trouble and hatred. 
And more pissing off your rival. 
Charles seethed on the podium as he listened to the Dutch national anthem and watched Max point to the stupid “H” on his race suit. He held in a scoff. At least the Ferrari logo was much better looking than that. 
It wasn’t fair. He had the racing line and Max pushed him off. If his mind wandered, it would go back to a certain kart race back in 2012 where he pulled the same move. But that didn’t count because the race has already finished. Charles would have rather been disqualified instead of having to go through the torture of being up on the podium in second. 
First loser as they call it. 
The Monegasque driver held no happiness in his body as Max started spraying his winner’s champagne. Charles just picked up his bottle and drank it. 
Still wasn’t as sweet as victory champagne would be. 
He deliberately separated himself from Max as they stood for a picture. The visible gap made it much more hilarious for everyone around them. 
When the festivities finished, he hightailed it out of there, just wanting to avoid the Dutchman presence. Charles sighed loudly as he walked back to the garage, definitely not in the mood to talk to anyone. 
“Charlie!
The Monegasque stopped in his tracks, annoyance almost wracking his entire being. Can people just let him wallow in defeat? He straightened his shoulders and turned around, PR smile plastered on his face. However, the very fake smile turned into a real one when he noticed that you were almost jogging to catch up with him. 
Y/n Verstappen. 
You had always been a part of his childhood. Where Max was, you were one step behind him, following him in your small racing overalls. He remembered how little you always seemed compared to your brother. But size didn’t matter on the karting course. 
Most of the time, the two boys found themselves trying to shake you off and others were behind your kart, picking up the dirt that you sent their way. And that’s why Charles put your name down as recommendations for his Prema seat after he won the championship in 2017. Because of him, you were able to graduate to Formula 2 and were on the track to make a debut in Formula 1 in the coming years. 
“Hey Y/n,” Charles said softly, still not in the mood to really talk to anyone. But for you, he’d always make an exception. And he was supposed to fly back with you and Max, something he was still dreading. 
You look at the Monegasque with sympathy. Charles wasn’t able to find any type of pity in your blue eyes (that matched Max’s). 
Your brows furrowed as to talked to him. “What Max did wasn’t the right way to race. But Formula 1 is getting more and more competitive.” 
The man, er boy, wanted to huff. He did not need this conversation from you. He almost turned around, but the next few sentences stopped him from making any motions. 
“Charlie, you’ve always found ways to beat him. If he wants to play like this, then you just have to give him a taste of his medicine, get under his skin. Do what you always do and somehow get around him.” 
He cocked his head, before his eyes lit up. 
Get under his skin.
You watched as Charles’s eyes filled up with some light, making the green in them really shine. You could almost see ideas concocting in his head.
Charles went to say something, but was interrupted by his team principle. He swerved to respond before he turned back to you. There was a glint in his eyes that you really couldn’t put a finger on. 
His took a deep breath before asking, “Do you want to maybe get dinner with me?” 
Your eyes widened. Sure, the Monegasque was very attractive, but those were not the words that you were expecting to come out of his mouth. 
Oh. 
Now you got it. 
Your facial expressions melted a bit, eyes pointed toward the ground as you kicked at it. Your arms crossed as you huffed. 
“Using me for gain over my brother wasn’t what I was meaning Charles. I was thinking more like unfollow him on social media while we’re on the plane or something.” 
The harsh “Ch” that began his name had him wincing. Like your brother, you had a small lisp which normally softened the two consonants to the point where his name sounded like it was supposed to be. And what was “Charles?” You rarely ever called him that, choosing to pick the more boyish nickname. 
Although, your idea about Instagram wasn’t a bad one. 
Charles looked a bit guilty as he scratched the back of his head. He honestly was endeared by you and your determination to never give up. He found you, well, cute. You were still 19, younger than him by a bit more than three years. 
But if you were cute back in 2012 hanging on to Max’s wet overalls after the puddle, and you were cute now trying to console him instead of celebrating your brother’s victory, you would still be cute in the following years. 
He sighed, knowing that he had to leave soon or he was going to get an earful from Sebastian for being late to yet another meeting. The Ferrari driver stepped forward a bit, getting closer to you. He looked down at his helmet before looking back to your eyes. 
“When I win and when I beat your brother, then can I take you out to dinner?” 
You mulled over the question in your head. 
If he beat Max before you went out with him, then that meant that he was actually genuine and wasn’t using it to his gain. You also smirked, knowing that indeed it would piss Max off whenever he found out. Your position as an annoying younger sister would still be intact and possibly stronger. 
You held out your hand, which Charles took in an instant. 
“Deal Leclerc.” 
“Deal Verstappen.” 
When Charles took the top step in Spa, pride filled his chest when he noticed Max’s glare at him. He had beaten the Dutchman at his home race. Albeit, it was a DNF for Max, but a win either way.  He swayed back and forth as his national anthem played and then sang quietly along with the Italian anthem. Deep in his heart, he knew the true weight of the win. 
For Anthoine. 
He knew somewhere he made his French friend proud. Just like Jules. And Just like Papa.
Charles watched down below as you looked like you could hardly keep a smirk off your face. And it was bad too as you stood next to Max, who looked like he wanted to be anywhere but there below Charles. 
The Monegasque raised his eyebrows when you locked eyes. You just hoped that Max wouldn’t catch on that he was staring right at you. Thankfully, you were right next to a Ferrari manager, so Max could guess that Charles was looking at him. 
When the winner finally got ready, you were waiting outside his garage. 
“Hi,” you whispered, putting your phone away. Charles didn’t verbally respond, but he wrapped his arms around you. You melted in his arms, still smelling a bit of the champagne in his hair. 
He looked down at you. 
“Are you ready for dinner?” 
Your eyes held a playful glint. “I hope you chose a good restaurant Leclerc.” 
He scoffed, keeping his arm around your shoulders as the two of you turned to leave. “Only the best Verstappen.” 
The dinner went really well, but you weren’t expecting it to be a continual thing. 
And then Charles won in Monza the next week, and he once again asked you to dinner. And once again, the Monegasque set expectations higher than you every imagined. You were saddened when Charles wasn’t able to win any more races while your brother seemed to get better and better each race. 
You could only giggle while you watched them still avoid each other in Singapore. 
But, the dinners turned into texting, and texting turned to other dates, and dates turned into dating, and dating turned into a relationship, and the relationship turned into an almost five year commitment that you or Charles weren’t planning to end soon. 
The relationship saw your brother become a world champion in 2021, Charles becoming a world champion in 2022, and you joining the grid as a rookie for McLaren after a disastrous attempt for an Alpine seat.
Charles had been furious and Max had almost found out about the relationship. The two of you were still scared that Max might hold some coldness for the past. But when he called Charles “Charlie,” the special nickname that you had for him, you thought that it might be a good idea to tell him. 
“But mon ange, he will run me off the track if he finds out,” Charles whined into your stomach as you played with his hair before the Miami Grand Prix. 
You rolled your eyes and tugged at the strands. “No he won’t. You have to worry about your teammate doing that to you instead.” 
Another whine left Charles making you giggle. 
“At least you’re starting on the front row. I have to start P5! Oscar has been making fun of me all weekend.” 
The Aussie had been such a God send for you during your rookie season. The elder by a few months had taken you under his wing. The two of you had been so close to a win last year, and with the upgrades this weekend, you were sure that you or him would start on the front row. 
And then you had to be hit during the sprint, which didn’t help the mechanics in the hours before the race quali. That in turn made your car feel weird and P5 was the best you could do. Maybe Charles was secretly transferring his unluckiness into you. 
The Monegasque turned his head to look you in the eyes. You smiled as you leaned down to kiss the top of his head. 
“We’ll tell him when I win a race. How about that?” 
Charles knew that you were just unlucky as he was when it came to winning a race. Last year,  you had been close in Spa, but a rouge rainstorm saw you spinning out on the second to last lap. Austin you had pole, but Max fought you on into turn one, making you go wide. You never saw your brother after the first lap as you fell down the grid. Charles held you each night as you cried. 
The red-clad-driver sat up and held your head in his hands. “You’ll win soon enough. Maybe not this weekend because I don’t have any time to prepare.” 
You laughed and just brought him in to a kiss. There was literally no way you could win this weekend. Beating Max Verstappen with pole from P5 on a track that he had a 100% win rate at? 
Impossible.
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Charles thought he was going to cry as he crossed the line in P3. From you winning or having to tell your bother that he defiled his baby sister, he didn’t know. 
What he did know was that he was going to get out of his car and congratulate you immediately. What were the odds that you won on the anniversary of the stupid inchident, the first time that Charles had ever seen you with Max. 
(And yes, he did remember the anniversary but didn’t want to bring it up.) 
You, however, were frozen in your car. You took some deep breaths as you took the steering wheel off, stood up a bit, bent to put it back on, and straightened, holding your pointer finger up. Your fists clenched as you raised them, automatically hearing the crowds roar when you waved. 
A tug on your sleeve brought you down into Max’s arms. You were a bit disappointed that it wasn’t Charles, but that would be too obvious. 
“YOU DID IT!” Max yelled in your ear, well, your helmet as you hadn’t taken the neon thing off yet. 
You really didn’t want people to see the tear stains on your face. But right now, you’d just stay in the protection of your brother’s arms. When he let go of you, he lifted your visor, twin eyes meeting yours. 
“You did such an amaz-”
“I’m dating Charles.” 
Blink. 
Blink. 
Blink. 
You took the moment of a frozen Max to turn to your team. You looked over your shoulder to see that the Dutchman was still stuck in his place as you got farther and farther away. You grimaced, knowing what was to come if Max and Charles met at any time when you weren’t there. 
An arm around your shoulders brought you out of your head. The light blue caught your eyes, signaling that it was Charles. He patted your shoulders, trying to stay as inconspicuous as possible. You did feel a bit of pressure move your helmet, so he must have quickly smushed his face into the black swirls. A helmet kiss if you would guess. 
You wanted to turn around to warn him of the imminent danger that was waiting for him in the form of Max Verstappen, but you were led away before you could. 
Your fears immediately went away though when your eyes finally landed on your team. Helmet thrown to the ground, you made the decision to throw yourself at them as well. Your laughs could be heard as your mechanics lifted you higher as everyone seemed to want to congratulate you for their first win since Monza 2021, which you weren’t even on the team then. 
When Charles stepped into the cooldown room, he could feel the awkwardness. It also didn’t help that Max was glaring at him from the corner. Charles was a bit worried. He thought that Max was fine with him now after they had both sort of mended their weird friendship during 2023. 
He turned to you as you walked in, all sweaty. 
Charles still thought you looked very pretty. 
“Eyes off Leclerc.” 
Charles froze in his place and looked between the siblings. He looked at you, then Max, then you, and then Max again. You winced, not looking him in the eyes. Realization flooded his body and he thought for a moment he was going to pass out.  
“Mon Dieu.” 
“We will be talking after this,” Max pointed, drinking from his water bottle, not taking his eyes off Charles. 
When you were called to the little Jeeps, you quickly got into the bright pink Barbie-esque looking one, still buzzing from your win. Even if the two men behind you had put a damper on it. 
Charles’s eyes only fixed on one of the cars, not even seeing the third one behind the second. He climbed right in, eyes closed as he sat down. However, his eyes shot open when the car tilted and a thigh was touching his. He gulped rather loudly, refusing to look to his right. 
This was Vegas all over again. 
Max kept his voice low. “When did it start?” 
“2019. After Austria.” 
“Why?” 
“I wanted to get to know her more.” 
“What was the reason Charles?” 
The Monegasque sighed as he ran his hand over his face. “I was angry at you and wanted to get back at you somehow.” 
He knew he was about to be punched on live television, but he continued hoping for redemption. 
“But, I knew that was wrong. We didn’t even go out until Spa. And then again in Monza. And then it just happened.” 
He turned to look directly at Max, knowing that he only had a few more moments before they had to go out onto the podium. 
“Max I love your sister. I have the ring and everything. We’ve been happy for 5 years and have made it work. Please, she’s really all the good I have left. I would throw everything away for her. And-”
Max’s laughs stopped him from continuing. The Dutchman slapped a hand on Charles’s thigh, making him wince a bit. 
The Red Bull driver’s eyes were crinkled with a smile as they pulled up to the parking spot. 
“Just keep her happy, or I will run you off the track.” 
“Y/n! I told you he’d threaten me!” 
“Max!” 
“Oh come on I did not!” 
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y/nverstappen4 has posted
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y/nverstappen4 WE DID IT! P1 BABAYYYYYYY 🏆
nothing beats a podium with me on the top step surrounded by my boys 💙🧡❤️
liked by mclaren, team_quadrant, charles_leclerc, and 2,903,940 others
queeny/n LETS ACTUALLY GOOOOOOOOO
mclaren that's our girl 🧡 well deserved
lecstappenshipper this is basically a hard launch
y/nhaswins such a beautiful race y/n!!!!
charles_leclerc so so proud of you mon ange 🧡❤️ *liked by y/nverstappen4*
charles_leclerc celebrations tonight? 😈
y/nverstappen4 but of course
maxverstappen1 I know where you sleep leclerc 🙂
y/nverstappen4 DRINKS ON MAX TONIGHT
oscarpiastri YEAAHHHHHHH 🍾
maxverstappen1 what?
charles_leclerc thank you max ☺️
maxverstappen1 I NEVER AGREED TO THIS
oscarpiastri mega job mate 👊
y/nverstappen4 ossieeeeeee 👊 don't worry, you'll be up there soon! just gotta wrap your car in bubble wrap to protect it from evil ferrari 😠😤
charles_leclerc ☹️
y/nverstappen4 NOT YOU CHARLIE - THE OTHER ONE (LEWIS HURRY UP)
lewishamilton you don't think I'm trying 🤨
mcy/n she's so funny what the heck?? 😂
chefy/n we said - LET HER COOK
TAG LIST: @fionaschicken @myxticmoon @cherry-piee @blueberry64857959 @glitterquadricorn @lizzypiastri @sam-is-lost @spilled-coffee-cup @ilove-tswizzle @the-untamed-soul @allenajade-ite @starssfall @torchbearerkyle @judespoision @halfdeadsage @juniper-july19 @severewobblerlightdragon @thatgirlmj @gods-menace @ineedafictionalman @namgification @dark-night-sky-99 @samantha-chicago @2pagenumb @treehouse-mouse @fangirl125reader @megatrilss1885 @kagatinkita @itsjustkhaos @nikfigueiredo @awekbachira @vellicora @skepvids @sunrizef1 @stan-josie @fanficweasley @hiireadstuff @barcelonaloverf1life @c-losur3 @graciewrote @bruhhhhhhhhehhhhhhh @tallrock35 @ashy-kit @kat-s2 @minkyungseokie @lozzamez3 @leslieis-crying @adventuresofrose @lighttsoutlewis
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dalishious · 10 months
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A BioWare Guide on How to Murder a Fanbase
I have been a Dragon Age super-fan for almost fourteen years, now. I have played every game, with every DLC. I have read every novel, lore book, and every comic — yes, even the terrible ones that are better off forgotten. I have seen the anime film, the animated series, and the web mini-series. I have enjoyed all of these pieces of the franchise over and over, more times than I can count. So, make no mistake: the negativity you’re about to hear comes from a place of love for this fantasy world, developed by many creative people over the years. I would love nothing more than to see the resurrection of passion in the Dragon Age fandom again. But the unfortunate truth is, that resurrection is only needed because BioWare took the fandom out back and shot it in the first place.
In December 2018, three years after the release of Dragon Age: Inquisition’s Trespasser epilogue DLC, BioWare first announced the then-untitled next Dragon Age game with a teaser trailer. At this point, most fans were anticipating this would mean within the next couple years, we would see the game. This assumption was based on the fact that Dragon Age: Inquisition was first announced in 2012, and released in 2014, with an extra year of development added last minute.
There have been dribbles of extra content since then, adding to the franchise. This was enough to keep some fans still breathing and interested. 2020’s Dragon Age: Tevinter Nights was a lovely anthology. 2020’s Dragon Age: Blue Wraith and 2021’s Dark Fortress were wonderful comics tying up the story started in Knight Errant. And 2022’s Dragon Age: Absolution was a well-animated series with an interesting cast of characters and story. But all these still left the fandom with a major question: What was going on with the next game? It was untypical of BioWare to be so secretive, in comparison to how they handled sharing information of the past games in the franchise. The only form of updates fans still have to go on is mostly just concept art and short stories, hinting that something must be in production. But why was the wait so long?
In 2015, the first version of the next Dragon Age began with a clear vision, clear scope of practice, and a reportedly happy developer team. Most gloriously in my book, there was no multi-player… but this did not align with the Electronic Arts typical money-mad schemes. EA’s push for “games as a service” meant they wanted to monetize all their games as much as possible, and therefore, they wanted them to be a live service — as Anthem demonstrated, that meant sacrificing things that are staples of good RPGs, like narrative and character choice. So in 2017, version one of the next Dragon Age was scrapped and replaced. This new version would have, in total or to at least some degree, an online portion of play.
There is one part of Schreier’s article, “The Past and Present of Dragon Age 4,” that really sticks out to me, regarding this:
“One person close to the game told me this week that Morrison’s critical path, or main story, would be designed for single-player and that goal of the multiplayer elements would be to keep people engaged so that they would actually stick with post-launch content.”
The idea of splitting up components of a game into single-player and multi-player is a terrible idea, because it means that there would be a large bulk of content only accessible through online gaming; something many fans, like myself, are repulsed by. Even if I did enjoy it, I spent most of my life growing up with either no internet or shoddy internet incapable of playing online games. I know many rural people who are still in that position, losing more and more of their favourite gaming pastimes because they are locked out of the ability to play them. It is a disservice to hide content behind a wall like this, especially in a world that is so lore-heavy like Dragon Age. The news of multi-player in Dragon Age understandably upset many, and this is when I first noticed a large drop off in excitement over the next game.
However, in 2021, the failure of Anthem (multi-player) and success of Star Wars Jedi: Fallen Order (single-player) led the executives at EA to bend to the wishes of BioWare leadership and allow them to go back to the drawing board yet again on the next Dragon Age. This meant removing all multi-player content!
While I am very happy that there will reportedly be no multi-player in Dragon Age: Dreadwolf, I can’t help but feel bitter and a little disgusted over the ridiculous development time spent on something no one but EA wanted in the first place. If it weren’t for this foolishness, Dragon Age: Dreadwolf would be in our hands right now. Instead, it’s been in development hell for nearly nine years and counting. Nine years is a long time to expect fans to carry a torch for you through radio silence, but it’s no wonder BioWare has shared barely anything about the next game; it’s been in flux for so long, they likely haven’t had anything concrete to show.
BioWare hurt its reputation even more when the news broke that the studio very suddenly laid off 50 people who were working on Dragon Age: Dreadwolf. This is pretty damning on its own, but BioWare took it a step further. Former developer Jon Renish shared a statement revealing that the studio was only willing to offer laid-off employees two weeks of severance per year of service, and denied health benefits. The denial of health benefits in particular is a pretty wild move for a studio with a reputation for “stress casualties”. The latest news on this is that BioWare has still so far refused to negotiate better severance packages, leading to a lawsuit. The lawsuit originally had 15 former employees, but this dropped due to the fear of not being able to afford to pay their bills. So now, while EA sits on $400 million net income, the laid-off employees are struggling to buy holiday presents for their children. These horrid business practices are not to be ignored when accounting for a lack of faith in a studio. What kind of monsters reward workers who make your games special with vaguely reasoned lay-offs?
The latest news on the Dragon Age: Dreadwolf front from BioWare came early this month, December 2023, with a trailer… announcing a trailer that will come next summer… that will announce the release of the game. Supposedly. Maybe. We’ll see. But by this time, BioWare is something of a laughing stock of their own fandom. Reactions to the video released with a pretty map graphic and a few rendered locations were, from what I personally observed, mostly sardonic in nature. People have commented on the vapourware nature of the game, and like all vapourware, that leads to disintegrating trust.
Despite all this, people like Mary Kirby, (one of the veteran Dragon Age writers who was a victim of the layoffs,) said, “it’s bittersweet that Dreadwolf is my last DA game, but I still hope you all love it as much as I do,” encouraging fans to still support the game when it eventually is released. But after every misstep BioWare has taken, that’s a tough sell now. Fans are finicky, RPG fans more so than others, one could argue. We have our favourites, and many of us stick to those favourites for life over our appreciation for the artistry — but that relationship between studio and fan should go both ways. EA and BioWare has betrayed that relationship, and it will take a hell of a lot to build it back up again, now.
[This piece is also available on Medium!]
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newyorkthegoldenage · 2 months
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One of the artists commissioned to create a new work for the 1939-40 World's Fair was the sculptor Augusta Savage. A leading member of the Harlem Renaissance, she was the only black woman to be so honored.
Her piece, intended to celebrate African-Americans’ contributions to music, showed a kneeling black man holding a bar of music and 12 black chorus singers representing strings on a harp, the sounding board of which was no less than the hand of God. She called it Lift Every Voice and Sing, a nod to a poem by her friend James Weldon Johnson that was later set to music and adopted as the black "national anthem" by the NAACP.
The work stood 16 feet tall and was made of plaster that had been lacquered to look like black basalt. She was paid $360 for it (around $8,000 in today's dollars) and it was placed in the courtyard of the Contemporary Arts Building, near one of the Fair’s gates. Fair officials renamed it The Harp, which Savage reportedly hated. Small metal replicas were sold as souvenirs, and images of it were reproduced on postcards.
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When the Fair ended, Savage had no money to remove and store her sculpture, or to cast the large piece in bronze, as she had with other, smaller works. So, like all the other "temporary" artwork created for the Fair, it was destroyed by a bulldozer.
In 2017, a NY Times op-ed piece by the filmmaker Aviva Kempner proposed that a full-size replica of the sculpture be created and placed in front of the National Museum of African-American History & Culture in Washington. So far, there has been no movement towards carrying that idea out.
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Photos: top and center, NYPL. Bottom, illustration from the book Harlem: Negro Metropolis (E.P. Dutton 1940) via The Wolfsonian–FIU.
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acealistair · 3 months
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Dragon Age: The Veilguard GameInformer Article Transcribed
I saw some people lamenting that they had no way to read the GameInformer article, and while MVP dalishious posted screenshots of the article here, I figured that might be a little difficult to read, plus people with screen readers can't read it of course. So I've gone ahead and transcribed it! Full thing below the cut!
As a note, I transcribed it without correcting any typos, capitalization errors, etc. that the article itself had (as much as it pained me, omg the author capitalizes so many things that shouldn't be and vice versa). There may be some typos on my part as I did this as quickly as I could, so apologies in advance for any you might encounter.
I have also created a plot-spoiler-free version of the article for those who would like to learn more about the mechanics of the game without learning more plot info than they want!
Throughout my research and preparation for a trip to BioWare’s Edmonton, Canada, office for this cover story, I kept returning to the idea that its next game, Dragon Age: The Veilguard (formerly subtitled Dreadwolf) is releasing at a critical moment for the storied developer. The previous installment, Dragon Age: Inquisition, hit PlayStation, Xbox, and PC a decade ago. It was the win BioWare needed, following the 2012 release of Mass Effect 3 with its highly controversial and (for many) disappointing ending. Inquisition launched two years later, in 2014, to rave reviews and, eventually, various Gameo the Year awards, almost as if a reminder of what the studio was capable of.
Now, in 2024, coincidentally, the next Dragon Age finds itself in a similar position. BioWare attempted a soft reboot of Mass Effect with Andromeda in 2017, largely seen as a letdown among the community, and saw its first live-service multiplayer attempt in 2019’s Anthem flounder in the tricky waters of the genre; it aimed for a No Man’s Sky-like turnaround with Anthem Next, but that rework was canceled in 2021. Like its predecessor, BioWare’s next Dragon Age installment is not only a new release in a beloved franchise, but is another launch with the pressure of BioWare’s prior misses; a game fans hope will remind them the old BioWare is still alive today.
“Having been in this industry for 25 years, you see hits and misses, and it’s all about building off of those hits and learning from those misses,” BioWare general manager Gary McKay, who’s been with the studio since January 2020, tells me.
As McKay gives me a tour of the office, I can’t help but notice how much Anthem is scattered around it. More than Mass Effect, more than Dragon Age, there’s a lot of Anthem - posters, real-life replicas of its various Javelins, wallpaper, and more. Recent BioWare news stories tell of leads and longtime studio veterans laid off and others departing voluntarily. Veilguard’s development practically began with the COVID-19 pandemic in 2020. When I ask McKay about the tumultuousness of BioWare and how he, as the studio manager, makes the team feel safe in the product it’s developing, he says it’s about centering on the creative vision. “[When] we have that relentless pursuit for quality, and we have passion and people in the right roles, a lot of the other stuff you’re talking about just fades into the background.”
That’s a sentiment echoed throughout the team I speak to: Focus on what makes a BioWare game great and let Veilguard speak for itself. Though I had no expectations going in - it’s been 10 years since the last Drag Age, after all, and BioWare has been cagey about showing this game publicly - my expectations have been surpassed. This return to Thedas, the singular continent of the franchise, feels like both a warm welcome for returning fans and an impressive entry point for first-time players.
New Age, New Name
At the start of each interview, I address a dragon-sized elephant in the room with the game’s leads. What was Dragon Age: Dreadwolf is now Dragon Age: The Veilguard. Why?
“These games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we’re developing it,” Veilguard game director Corinne Busche tells me. “We quickly learned and realized that the absolute beating heart of this game is these authentic, diverse companions. And when we took a step back, as we always do, we always check our decisions and make sure they still represent the game we’re trying to build.”
Dreadwolf no longer did that, but each member of BioWare I speak to tells me The Veilguard does. And while I was initially abrasive to the change - lore aside, Dreadwolf is simply a cool name - I warmed up to The Veilguard.
Solas, a Loki-esque trickster member of the Elven pantheon of gods known as the Dread Wolf, created the Veil long ago while attempting to free the elves from their slave-like status in Thedas. This Veil is a barrier between the magical Fade and Thedas, banishing Elven gods and removing Elven immortality from the world. But players didn’t know that in Inquisition, where he is introduced as a mage ally and companion. However, at the end of Inquisition’s Trespasser DLC, which sets the stage for Veilguard, we learn in a shocking twist that Solas wants to destroy the Veil and restore Elves to their former glory. However, doing so would bring chaos to Thedas, and those who call it home, the people who eventually become The Veilguard, want to stop him.
“There’s an analogy I like to use, which is, ‘If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn’t look like an elephant,’” Veilguard creative director John Epler says. “As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. Solas is still a central figure in it. He’s still a significant character. But really, the focus shifts to the team.
“[We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.”
Creating Your Rook
Veilguard’s character creator is staggeringly rich, with a dizzying number of customizable options. Busche tells me that inclusivity is at the heart of it, noting that she believes everyone can create someone who represents them on-screen.
There are four races to choose from when customizing Rook, the new playable lead - Elves, Qunari, Humans, and Dwarves - and hundreds of options to customize your character beyond that. You can select pronouns separately from gender and adjust physical characteristics like height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how crooked your nose is, and so much more. There must be hundreds of sliders to customize these body proportions and features like skin hue, tone, melanin, and just about anything else you might adjust on a character. Oh, and there’s nudity in Veilguard, too, which I learn firsthand while customizing my Rook.
“The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes tells me as we decide on my warrior-class Qunari’s backstory, which affects faction allegiance, in-game dialogue, and reputation standing - we choose the pirate-themed Lords of Fortune.
Notably, instead of a warrior class, we could have chosen mage or rogue. All three classes have unique specializations, bespoke skill trees, and special armors, too. And though our Rook is aligned with the Lords of Fortune faction, there are others to choose from including the Grey Wardens, Shadow Dragons, The Mourn Watch, and more. There is some flexibility in playstyle thanks to specializations, but your class largely determines the kind of actions you can perform in combat.
“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.
“Rook is here because they choose to be, and that speaks to the kind of character that we’ve built.” Busche adds, “Someone needs to stop this, and Rook says, ‘I guess that’s me.’”
Beyond the on-paper greatness of this character creator, its customizability speaks to something repeated throughout my BioWare visit: Veilguard is a single-player, story-driven RPG. Or in other words, the type of game that made BioWare as storied as it is. McKay tells me the team explored a multiplayer concept early in development before scratching it to get back to BioWare basics. The final game will feature zero multiplayer and no microtransactions.
Happy to hear that, I pick our first and last name, then one of four voices, with a pitch shifter for each, too, and we’re off to Minrathous.
Exploring Tevinter For The First Time
Throughout the Dragon Age series, parts of Thedas are discussed by characters and referenced by lore material but left to the imagination of players as they can’t visit them. Veilguard immediately eschews this, setting its opening prologue mission in Minrathous, the capital of the  Tevinter Empire. Frankly, I’m blown away by how good it looks. It’s my first time seeing Veilguard in action and my first look at a Dragon Age game in nearly a decade. Time has treated this series well, and so has technology.
Epler, who’s coming up on 17 years at BioWare, acknowledges that the franchise has always been at the will of its engine. Dragon Age: Origins and II’s Eclipse Engine worked well for the time, but today, they show their age. Inquisition was BioWare’s first go at Ea’s proprietary Frostbite engine - mind you, an engine designed for first-person shooters and decidedly not multi-character RPGs - and the team struggled there, too. Epler and Busche agree Veilguard is the first RPG where BioWare feels fully in command of Frostbite and, more generally, its vision for this world.
We begin inside a bar. Rook and Varric are looking for Neve Gallus, a detective mage somewhere in Minrathous. The first thing players will do once Veilguard begins is select a dialogue option, something the team says speaks to their vision of a story-forward, choice-driven adventure. After a quick bar brawl cutscene that demonstrates Rook’s capabilities, there’s another dialogue choice, and different symbols here indicate the type of tone you can roll with. There’s a friendly, snarky, and rough-and-tough direct choice, and I later learn of a more romantically inclined “emotional” response. These are the replies that will build relationships with characters, romantic and platonic alike, but you’re welcome to ignore this option. However, your companions can romance each other, so giving someone the cold shoulder might nudge them into the warm embrace of another. We learn Neve is in Dumat Plaza and head into the heart of Minrathous.
Rhodes explains BioWare’s philosophy for designing this city harkens back to a quick dialogue from Inquisition’s Dorian Pavus. Upon entering Halamshiral’s Winter Palace, the largest venue in Dragon Age history at that point, Dorian notes that it’s cute, adorable even, alluding to his Tevinter heritage. If Dorian thinks the largest venue in Dragon Age history is cute and adorable, what must the place he’s from be like? “It’s like this,” Rhodes says as we enter Minrathous proper in-game.
Minrathous is huge, painted in magical insignia that looks like cyberpunk-inspired neon city signs and brimming with detail. Knowing it’s a city run by mages and built entirely upon magic, Rhodes says the team let its imagination run wild. The result is the most stunning and unique city in the series. Down a wide, winding pathway, there’s a pub with a dozen NPCs - Busche says BioWare used Veilguard’s character creator to make each in-world NPC except for specific characters like recruitable companions - and a smart use of verticality, scaling, and wayfinding to push us toward the main attraction: Solas, attempting to tear down the Veil.
All hell is breaking loose. Pride Demons are rampaging through the city. Considering Pride Demons were bosses in prior games, seeing them roaming freely in the prologue of Veilguard speaks to the stakes of this opener. Something I appreciate throughout our short journey through Minrathous to its center below is the cinematography at play. As a Qunari, my character stands tall, and Rhodes says the camera adjusts to ensure larger characters loom over those below. On the flip side, the camera adjusts for dwarves to demonstrate their smaller stature compared to those around them.
This, coupled with movie-liked movement through the city as BioWare showcases the chaos happening at the hands of Solas’ Veil-break ritual, creates a cinematic start that excited me, and I’m not even hands-on with the game.
Eventually, we reach Neve, who has angered some murderous blood mages, and rescue her from danger. Or rather, help… barely. Neve is quite capable, and her well-acted dialogue highlights that. Together, Varric, returning character Lace Harding, who is helping us stop Solas and is now a companion, Rook, and Neve defeat some demons. They then take on some Venatori Cultists seizing this chaotic opportunity to take over the city and other enemies before making it to Solas’ hideout. As we traverse deeper and deeper into this hideout, more of Solas’ murals appear on the walls, and things get more Elven. Rhodes says this is because you’re symbolically going back in time, as Minrathous is a city built by mages on the bones of what was originally the home of Elves.
At the heart of his hideout, we discover Solas’ personal Eluvian. This magical mirror-like structure allows the gang to teleport (and mechanically fast-travel) to Arlathan Forest, where Solas is secretly performing the ritual (while its effects pour out into Minrathous).
Here, we encounter a dozen or so demons, which BioWare has fully redesigned on the original premise of these monstrous creatures. Rhodes says they’re creatures of feeling and live and die off the emotions around them. As such, they are just a floating nervous system, push into this world from the Fade, rapidly assembled into bodies out of whatever scraps they find.
I won’t spoil the sequence of events here, but we stop Solas’ ritual and seemingly save the world… for now. Rook passes out moments later and wakes up in a dream-like landscape to the voice of none  other than Solas. He explains a few drops of Rook’s blood interacted with the ritual, connecting them to the Fade forever. He also says he was attempting to move the Elgar’nan and Ghilan’nain, part of the Evanuris or Elven gods of ancient times, to a new prison because the one he had previously constructed was failing. Unfortunately, Solas is trapped in the Fade by our doing, and these gods are now free. It’s up to Rook to stop them; thus, the stage for our adventure is set.
The Veilguard Who’s Who
While we learned a lot about returning character but first-time companion Lace Harding, ice mage private detective Neve Gallus, and veil jumper Bellara Lutara, BioWare shared some additional details about other companions Rook will meet later in the game. Davrin is a charming Grey Warden who is also an excellent monster hunter; Emmrich is a member of Nevarra’s Mourn Watch and a necromancer with a skeleton assistant named Manfred; Lucanis is a pragmatic assassin whose bloodline descends from the criminal House of Crows organization; And Taash is a dragon hunter allied with the piratic Lords of Fortune. All seven of these characters adorn this Game Informer issue, with Bellara up front and center in the spotlight.
The Lighthouse
After their encounter with Solas, Rook wakes up with Harding and Neve in the lair of the Dread Wolf himself, a special magical realm in the Fade called the Lighthouse. It’s a towering structure centered amongst various floating islands. Epler says, much like Skyhold in Inquisition, the Lighthouse is where your team bonds, grows, and prepares for its adventures throughout the campaign. It also becomes more functional and homier as you do. Already, though, it’s a beautifully distraught headquarters for the Veilguard, although they aren’t quite referring to themselves as that just yet.
Because it was Solas’ home base of operations, it’s gaudy, with his fresco murals adorning various walls, greenery hanging from above, and hues of purple and touches of gold everywhere. Since it’s in the Fade, a realm of dreams that responds to your world state and emotion, the Lighthouse reflects the chaos and disrepair of the Thedas you were in moments ago. I see a clock symbol over a dialogue icon in the distance, which signals an optional dialogue option. We head there, talk to Neve, select a response to try our hand at flirting, and then head to the dining hall.
A plate, a fork and knife, and a drinking chalice are at the end of a massive table. Rhodes says this is both a funny (and sad) look at Solas’ isolated existence and an example of the detail BioWare’s art team has put into Veilguard. “It’s a case of letting you see the story,” he says. “It’s like when you go to a friend's house and see their bedroom for the first time; you get to learn more about them.” From the dining hall, we gather the not-quite-Veilguard in the library, which Busche says in the central area of the Lighthouse and where your party will often regroup and prepare for what’s next. The team decides it must reach the ritual site back in Arlathan Forest, and Busche says I’m missing unique dialogue options here because I’m Qunari; an Elf would have more to say about the Fade due to their connection to it. The same goes for my backstory earlier in Minrathous. If I had picked the Shadow Dragons background, Neve would have recognized me immediately, with unique dialogue.
With our next move decided, we head to Solas’ Eluvian to return to Arlathan Forest and the ritual site. However, it’s not fully functional without Solas, and while it returns us to Arlathan Forest, it’s not exactly where we want to go. A few moments later, we’re back in the Arlathan Forest, and just before a demon-infested suit of mechanized armor known as a Sentinel can attack, two new NPCs appear to save us: Strife and Irelin. Harding recognizes them, something Dragon Age comic readers might know about. They’re experts in ancient elven magic and part of the new Veil Jumpers faction. The ensuing cutscene, where we learn Strife and Irelin need help finding someone named Bellara Lutara, is long, with multiple dialogue options. That’s something I’m noticing with Veilguard, too - there’s a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesn’t shy away from minutes-long cutscenes.
Busche says that’s intentional, too. “For Rook, [this story’s about] what does it meant to be a leader,” she says. “You’re defining their leadership style with your choices.” Knowing that Rook is the leader of the Veilguard, I’m excited to see how far this goes. From the sound of it, my team will react to my chosen leadership style in how my relationships play out. That’s demonstrated within the game’s dialogue and a special relationship meter on each companion’s character screen.
Redefining Combat Once More
Bellara is deep within Arlathan Forest, and following the prolgoue’s events, something is up here. Three rings of massive rocks fly through the air, protecting what appears to be a central fortress. Demon Sentinels plague the surrounding lands, and after loading up a new save, we’re in control of a human mage.
Following the trend of prior Dragon Age games, Veilguard has completed the series’ shift from tactical strategy to real-time action, but fret not: a tactical pause-and-play mechanic returns to satiate fans who remember the series’ origins (pun intended). Though I got a taste of combat in the prologue, Veilguard’s drastic departure from all that came before it is even more apparent here.
Busche says player complete every swing in real-time, with special care taken to animation swing-through and canceling. There's a dash, a parry, the ability to charge moves, and a completely revamped healing system that allows you to use potions at your discretion by hitting right on the d-pad. You can combo attacks and even “bookmark” combos with a quick dash, which means you can pause a combo’s status with a dash to safety and continue the rest of the combo afterward. It looks even cooler than it sounds.
Like any good action game, there is a handful of abilities to customize your kit. And, if you want to maintain that real-time action feel, you can use them on the fly, so long as you take cooldowns into effect. But Veilguard’s pause-and-play gameplay mechanic, similar to Inquisition’s without the floating camera view, lets you bring things to halt for a healthy but optional dose of strategy.
In this screen, which essentially pauses the camera and pulls up a flashy combat wheel that highlights you and your companions’ skills, you can choose abilities, queue them up, and strategize with synergies and combos, all while targeting specific enemies. Do what you need to here, let go of the combat wheel, and watch your selections play out. Busche says she uses the combat wheel to dole out her companions’ attacks and abilities while sticking to the real-time action for her player-controlled Rook. On the other hand, Epler says he almost exclusively uses the combat wheel to dish out every ability and combo.
Busche says each character will play the same, in that you execute light and heavy attacks with hte same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way, regardless of which class you select. But a sword-and-shield warrior, like we used in the prolgoue, can hip-fire or aim their shield to throw it like Captain America, whereas our human mage uses that same button to throw out magical ranged attacks. The warrior can parry incoming attacks, which can stagger enemies. The rogue gets a larger parry window. Our mage, however, can’t parry at all. Instead, they throw up a shield that blocks incoming attacks automatically so long as you have the mana to sustain it.
“What I see from Veilguard is a game that finally bridges the gap,” former Dragon Age executive producer Mark Darrah, who left BioWare in 2021 before joining the Veilguard team last year as a consultant, tells me. “Uncharitably, previous Dragon Age games got to the realm of ‘combat wasn’t too bad.’ In this game, the combat’s actually fun, but it does keep that thread that’s always been there. You have the focus on Rook, on your character, but still have that control and character coming into the combat experience from the other people in the party.”
“This is really the best Dragon Age game that I’ve ever played,” he adds, noting his bias. “This is the one where we get back to our roots of character-driven storytelling, have really fun combat, and aren’t making compromises.”
Watching Busche take down sentinels and legions of darkspawn on-screen, I can already sense Veilguard’s combat will likely end up my favorite in the series, although admittedly, as a fan of action games, I’m an easy sell here. It’s flashy, quick, and thanks to different types of health bars, like a greenish-blue one that represents barrier and is taken down most effectively with ranged attacks, a decent amount of strategy, even if you don’t use the pause-and-play combo wheel. Like the rest of the game, too, it’s gorgeous, with sprinkles, droplets, and splashes of magic in each attack our mage unleashes. Though I’m seeing the game run on a powerful PC, which is sure to be the best showcase of Veilguard, Epler tells me the game looks amazing on consoles - he’s been playing it on PlayStation 5 and enjoying it in both its fidelity and performance modes, but I’ll have to take his word for it.
Pressing Start
The start or pause screen is as important to a good RPG as the game outside the menus. Veilguard’s contains your map, journal, character sheets, skill tree, and a library for lore information. You can cross-compare equipment and equip new gear here for Rook and your companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your party’s abilities and builds via an easy-to-understand skill tree. You won’t find minutiae here, “just real numbers,” Busche says. That means a new unlocked trait might increase damage by 25 percent against armor, but that’s as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal (if you’re a mage). As you spec out this skill tree, which is 100 percent bespoke to each class, you’ll work closer to unlocking a specialization, of which there are three for each class, complete with a unique ultimate ability. Busche says BioWare’s philosophy here is “about changing the way you play, not statistical minutiae.”
Companion Customization
You can advance your bonds by helping companions on their own personal quests and by including them in your party for main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. Busche says the choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party members. And with seven companions, there’s plenty to customize, from bespoke gear to abilities and more. Though each companion has access to five abilities, you can only take three into combat, so it’s important to strategize different combos and synergies within your party. Rhodes says beyond  this kind of customizable characterization, each companion has issues, problems, and personal quests to complete. “Bellara has her own story arc that runs parallel to and informs the story path you’re on,” Rhodes says.
In Entropy’s Grasp
As we progress through the forest and the current “In Entropy’s Grasp” mission, we finally find Bellara. She’s a veil jumper, the first companion you meet and recruit in-game (unlike Neve, who automatically joins), and the centerpiece of this issue’s cover image. Because our mage’s background is Veil Jumper, we get some unique dialogue. Bellara explains we’re all trapped in a Veil Bubble, and there’s no way out once you pass through it. Despite the dire situation, Bellara is bubbly, witty, and charming.
“When designing companions, they’re the load-bearing pillars for everything,” Rhodes says. “They’re the face of their faction, and in this case [with Bellara], their entire area of the world. She’s your window into Arlathan Forest.” Rhodes describes her as a sweetheart and nerd for ancient elven artifacts. As such ,she’s dressed more like an academic than a combat expert, although her special arm gauntlet is useful both for tinkering with her environment and taking down enemies.
Unlike Neve, who uses ice magic like our Rook and can slow down time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you, something Busche says Dragon Age fans have been desperate to have in a game. Busche says if you don’t direct Neve and Bellara, they’re fully independent and will attack on their own. But synergizing your team will add to the fun and strategy of combat. Bellara’s electric magic is effective against Sentinels, which is great because we currently only have access to ice. However, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the Sentinels.
As we progress through Arlathan Forest, we encounter more and more darkspawn. Bellara mentions the darkspawn have never been this far before because the underground Deep Roads, where they usually escape from, aren’t nearby. However, with blighted Elven gods roaming the world, and thanks to Blight’s radiation-like spread, it’s a much bigger threat in Veilguard than in any Dragon Age before it.
I continue to soak in the visuals of Veilguard with Arlathan Forest’s elven ruins, dense greenery, and disgusting Blight tentacles and pustules; it’s perhaps the most impressive aspect of my time seeing the game, although everything else is making a strong impression, too. I am frustrated about having to watch the game rather than play it, to be honest. I’m in love with the art style, which is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable, a welcome reprieve from the recent gritty Game of Thrones trend in fantasy games. Rhodes says that’s the result of the game’s newfound dose of magic.
“The use of magic has been an evolution as the series has gone on,” he says. “It’s something we’ve been planning for a while because Solas has been planning all this for a while. In the past, you could hint at cooler magical things in the corner because you couldn’t actually go there, but now we actually can, and it’s fun to showcase that.”
Busche, Epler, and Rhodes warn me that Arlathan Forest’s whimsy will starkly contrast to other areas. They promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Busche likens it to a “thread of optimism” pulled through otherworldly chaos ravaging Thedas. For now, the spunky and effervescent Bellara is that thread.
As we progress deeper into the forest, Bellara spots a floating fortress and thinks the artifact needed to destroy the Veil Bubble is in there. To reach it, though, wem ust remove the floating rock rings, and Bellara’s unique ability, Tinker, can do just that by interacting with a piece of ancient elven technology nearby. Busche says Rook can acquire abilities like Tinker later to complete such tasks in instances where Bellara, for example, isn’t in the party.
Bellara must activate three of these in Arlathan Forest to reach the floating castle, and each one we activate brings forth a slew of sentinels, demons, and darkspawn to defeat. Busche does so with ease, showcasing high-level gameplay by adding three stacks of arcane build-up to create an Arcane Bomb on an enemy, which does devastating damage after being hit by a heavy attack. Now, she begins charging a heavy attack on her magical staff, then switches to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacks, then back to the staff to charge it some more and unleash a heavy attack.
After a few more combat encounters, including one against a sentinel that’s “Frenzied,” which means it hits harder, moves faster, and has more health, we finally reach the center of the temple. Within is a particular artifact known as the Nadas Dirthalen, which Bellara says means “the inevitability of knowledge.” Before we can advance with it, a darkspawn Ogre boss attacks. It hits hard, has plenty of unblockable, red-coded attacks, and a massive shield we must take down first. However, it’s weak to fire, and our new fire staff is perfect for the situation.
After taking down this boss in a climactic arena fight, Bellara uses a special crystal to power the artifact and remove it from a pedestal, destroying the Veil Bubble. Then, the Nadas Dirthalen comes alive as an Archive Spirit, but because the crystal used to power it breaks, we learn little about this spirit before it disappears. Fortunately, Bellara thinks she can fix it - fixing broken stuff is kind of her thing, Epler says - so the group heads back to the Veil Jumper camp and, as interested as I am in learning what happens next, the demo ends. It’s clear that even after a few hours with the game’s opening, I’ve seen a nigh negligible amount of game; frustrating but equally as exciting.
Don’t Call It An Open World
Veilguard is not an open world, even if some of its explorable areas might fee like one. Gamble describes Veilguard’s Thedas as a hub-and-spoke design where “the needs of the story are served by the level design.” A version of Inquisition’s Crossroads, a network of teleporting Eluvians, returns, and it’s how players will traverse across northern Thedas. Instead of a connected open world, players will travel from Eluvian to Eluvian to different stretches of this part of the continent. This allows BioWare to go from places like Minrathous to tropical beaches to Arlathan Forest to grim and gothic areas and elsewhere. Some of these areas are larger and full of secrets and treasures. Others are smaller and more focused on linear storytelling. Arlathan Forest is an example of this, but there are still optional paths and offshoots to explore for loot, healing potion refreshes, and other things. There’s a minimap in each location, though linear levels like “In Entropy’s Grasp” won’t have the fog of war that disappears as you explore like some of Veilguard’s bigger locations. Regardless, BioWare says Veilguard has the largest number of diverse biomes in series history.
Dragon’s Delight
With a 10-hour day at BioWare behind me after hours of demo gameplay and interviews with the leads, I’m acutely aware of my favorite part of video games: the surprises. I dabbled with Origins and II and put nearly 50 hours into Inquisition, but any familiarity with the series the latter gave me had long since subsided over the past decade. I wanted to be excited about the next Dragon Age as I viewed each teaser and trailer, but other than seeing the words “Dragon Age,” I felt little. Without gameplay, without a proper look at the actual game we’ll all be playing this fall, I struggled to remember why Inquisition sucked me in 10 years ago.
This trip reminded me.
Dragon Age, much like the Thedas of Veilguard, lives in the uncertainty: The turbulence of BioWare’s recent release history and the lessons learned from it, the drastic changes to each Dragon Age’s combat, the mystery of its narrative, and the implications of its lore. It’s all a part of the wider Dragon Age story and why this studio keeps returning to this world. It’s been a fertile franchise for experimentation. While Veilguard is attempting to branch out in unique ways, it feels less like new soil and more like the harvest BioWare has been trying to cultivate since 2009, and I’m surprised by that.
I’m additionally surprised, in retrospect, how numb I’ve been to the game before this. I’m surprised by BioWare’s command over EA’s notoriously difficult Frostbite engine to create its prettiest game yet. I’m surprised by this series’ 15-year transition from tactical strategy to action-forward combat. I’m surprised by how much narrative thought the team has poured into these characters, even for BioWare. Perhaps having no expectations will do that to you. But most of all, with proper acknowledgement that I reserve additional judgment until I actually play the game, I’m surprised that Veilguard might just be the RPG I’m looking forward to most this year.
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luminalunii97 · 2 years
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Civil disobedience, act 4: art and symbols
Demonstration art could be one of the most powerful ways to convey your message. Iranians have been making art all over the cities these days.
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Painting the city with blood: Putting red color in water bodies around the city. throwing red color at street signs specially those that reads Velayat (supreme leading system), hijab, and Kurdistan. putting red blood on pictures of Khamenei, Ghasem Soleimani, and police or judiciary signs. Coloring the university classes and corridors with red. One art classroom door in Alzahra university read "this classroom is covered in blood". These red colors represent the blood the regime has shed.
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Pictures on the walls: Faces of our fallen martyrs. Anti regime pictures. They read: "you kill our love, you are our ISIS" "women life freedom" "women of Iran and Afghanistan against the violence of Talib and mullah" "fuck compulsory hijab" "from 2017 to 2022 this regime would fall like dominos" "ambu-lice (ambulances are being used to move policemen)". A religious figure hide behind religion playing his anti riot forces. On an alley named Azadi (freedom) someone has written "there was so much bravery hidden in this land".
(It's important to know that in Iran, mullahs don't represent religion as much as they represent the regime. For 40 years the turbans have been the heads of political powers. Most of those mullah pictures are directly targeting Khamenei the supreme leader)
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Slogans on paper money: these ones say "women life freedom" "queer life freedom" "Baloch life freedom".
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Khodanoor Lejei, symbol of the islamic republic cruelty: The bloody Friday in Zahedan was one of the darkest spots in Islamic republic brutal history. Opening fire on a crowd of praying Muslims before they even start protesting. Killing about 100 people of Baloch. But one picture stood out and stood as the face of inhumanity of the regime. Khodanoor Lejei was one of the victims of bloody Friday in Zahedan. An old picture of him went viral after his death. He was arrested a couple of months prior to Mahsa Amini murder and was treated with no dignity. Bound to a pole. water in front of his thirsty body but out of his reach. So in universities, sport games, streets and alleys people have been posing Khodanoor in bound to protest the cruelty. In the last two pictures, the signs read "political" (سیاسی) and "justice" (عدالت)!
Students sing revolution anthems. Artists make digital arts. Musicians make revolution songs. People dance and the security forces attack and arrest them.
There have been balloons flying over the cities with banners containing slogans on them. There have been banners on footbridges situated so that drivers would see them. People also have been writing slogans on billboards especially those that promote regime propaganda.
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Azad university art students gathered in their campus, painted their palms red and raised their hands to the sky.
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Meanwhile the regime forces broke into dormitories and stole students.
Some universities including mine design their campus trees and buildings with names of the murdered protesters or captured students and other revolution symbols (red tulip represents martyrs in Persian literature). The uni authorities take them down but the art students do it again.
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After Kian Pirfalak, all over the country you could find paper boats and rainbows. Kian was a 10 year old boy who was murdered by the regime. There's a video of him starting with "in the name of the god of the rainbow" and continuing to explain his crafted boat. He wanted to become an engineer. Now paper boats are banned in universities.
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One of the murdered protesters, Hamidreza Rouhi, loved riding motorcycles. He had a video online of him on a motorbike lip syncing to a song and pointing to the camera. A group of motorbike riders in Tehran, 7 day after his murder, gathered in front of his house, their motorbikes lined nearby, with pictures of him on each bike.
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And in a recent symbolic act, a woman walked around Tehran streets as The Handmaid's Tale cosplayer. Very on point.
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Don't think for a second that these civil ways of protesting are safe or easy. People have been arrested or shot in the head doing these.
People are capable of beauties but the regime can only make ugliness. That's the summary of this revolution.
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jeonscatalyst · 18 days
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Tokyo 2017 was the turning point for JK and you can tell. He was bouncing through the hallways after uploading GCF Tokyo. Using a queer love song to get his feelings across. He was so in love he was sick to his stomach with butterflies and throwing up rainbows. I also think about during Jk's stationhead live on GCF Tokyo anniversary day (right before their Japan flight announcement) and how he teasing about people keeping up with the date & little did we know the man had already planned his trip back with Jimin. We didn't know, but he did. You know he was smiling like a little devil when he was talking about it. He was so real for that too, acknowledging it when he knew there were a ton of people talking about it and it was trending and people celebrating the Jikook anthem video of all videos lol. Makes me love him even more. JK really wanted to go back and during GCF Tokyo's anniversary month. No wonder he kept saying he was so happy. So many memories for him & them, now they have new ones to add to their collection. I'm gonna cry.
100% agree!!!
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gloombeauty · 5 months
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I watched Lana's full Coachella set.
These are my thoughts:
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1 - She looked gorgeous. Dresses, hair, face and shoes were on point. She hasn't looked this good since 2017. The magic of losing weight for health and fucking vanity. Good for her.
2 - It all goes downhill from there. The setlist was a tragedy - not in a good way. First of all, you're at Coachella and you don't do Coachella (Woodstock On My Mind). Where was Shades of Cool? National Anthem? Music While Watching Boys? Venice Bitch? Off To The Races? Thunder? VB/Taco Truck?
Like, this is a fucking festival mama. Nobody spends that much money for a festival just to go to sleep. She chose to play so many piano driven songs. That's the thing. Her last four albums have been really slow piano driven songs. She should change it up for the next one (the one after Lasso...) and add some guitars, beats and drums. She's overdue for a change in sound.
3 - Lana barely sang. I don't know if she was bored out of her mind or just plain nerves - but her vocals were nonexistent. The stans are saying it was bad audio or tech issues, but I had no issues hearing the background singers, Jon Batista or Billie Eilish. How is it I can hear everyone else on stage except Lana? There were moments when Lana actually opened her mouth and sang loud and clear. But for the most part, she was like a dead fish vocally. She just wasn't into it.
I also noticed there were no background tracking vocals playing. It was all live. She has been using background track vocals for years. Maybe she got too use to having that playing in the background that it made her damn lazy to sing?
4 - The execution of the show/set. The set was gorgeous, but the way it was carried out was a fucking mess. A hologram during Hope is A Dangerous Thing...? The awful dancers. The instrumentation. What the hell happened? How did a stage set so beautiful end up being so messy and wrong?
5 - By the end of her performance, half the audience was gone. The camera picked up on that. When she was riding away in the bike, there really was no excitement. The people in the audience didn't even wave at her.
Last year, Blondie did Coachella. These folks are in their 70's and they rocked the house out.
Anyway, let's see what happens next week. She needs to open her mouth and fucking sing. She's been singing on stage for over 15 years. It's time for her to get over her stage fright or just don't perform anymore. Also, shake up that setlist.
There's a few more performances coming up that I'm interested in.
I hope Lana's performance the following week is better. This performance was a 3/10 for me.
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